DefaultKeyMapY.xml:快捷键


DefaultKeyMapY.xml是用来修改定义快捷键的,游戏选项中的快捷键都是在这里定义。DefaultKeyMapY.xml需要用AOE3ED在Data3.bar提取。

也许你打开了这个文件就已经知道怎样修改了。


		<keymapdata>
			<name>快捷键调用名</name>
			<displayname>游戏选项显示的快捷键名称</displayname>
			<event>快捷键(如果用两个按键中间用空格隔开)</event>
			<context>在哪使用该快捷键</context>
			<command>命令</command>
		</keymapdata>


就这样没了,也许有人会问类似<keymapgroup name="GeneralGameHotkeys" displayname="$$43347$$General Game Hotkeys">的语句的作用说什么?
类似这样的语句就是游戏选项的快捷键设定中的分组。会有人问这个才怪,除非那个人智商不够或者英文水平不足。





在gamey.con说过旋转建筑物的设定,这个功能搬到这个文件,一样能实现旋转建筑物的效果。
修改方法:按照格式添加
		<keymapdata>
			<name>Rotate Place Building</name>
			<displayname>Rotate Place Building</displayname>
			<event>shift-mousez</event>
			<context>building</context>
			<command>uiWheelRotatePlacedUnit</command>
		</keymapdata>
		<keymapdata>
			<name>Rotate Place Building2</name>
			<displayname>Rotate Place Building2</displayname>
			<event>mousez</event>
			<context>building</context>
			<command>uiWheelRotatePlacedUnit</command>
		</keymapdata>
 
调用名
名称
快捷键为shift+鼠标滚轮
在建造建筑时才可以使用
旋转建筑物
这是一个比较变态的组合快捷键:
		<keymapdata>
			<name>Find All HeavyInfantry</name>
			<displayname>Find All HeavyInfantry</displayname>
			<event>e</event>
			<context>game</context>
			<command>saveCamera("game") uiFindAllOfType("AbstractHeavyInfantry") uiCreateNumberGroup(0) editMode("None") uiSelectNumberGroup(0) doAbilityInSelected("") loadCamera("game") echoLocalized(01019,)</command>
		</keymapdata>

 
 

快捷键为E键
什么情况下都可以使用


不变换视角寻找所有重步兵



快捷键按键名称



<context>XXXXXX</context>

	<context>building</context>
建造建筑时的快捷键(用于旋转建筑物)
	<context>game</context>
什么情况下都可以使用的快捷键,尽量不要与其他快捷键的按键设定相同,以免产生冲突
	<context>world</context>
什么情况下都可以使用的快捷键,尽量不要与其他快捷键的按键设定相同,以免产生冲突
	<context>BuildAccel</context>
建造单位、建筑的快捷键
	<context>TownCenterAccel</context>
城镇中心快捷键
	<context>BarracksAccel</context>
军营快捷键
	<context>VillageAccel</context>
村庄快捷键
	<context>BlockhouseAccel</context>
碉堡快捷键
	<context>WarHutAccel</context>
作战小屋快捷键
	<context>NoblesHutAccel</context>
贵族小屋快速键
	<context>StableAccel</context>
马厩快捷键
	<context>CorralAccel</context>
驯马场快速键
	<context>ArtilleryDepotAccel</context>
枪炮铸造厂快捷键
	<context>DockAccel</context>
码头快捷键
	<context>CastleAccel</context>
城堡快捷键
	<context>ConsulateAccel</context>
领事馆快捷键
	<context>SaloonAccel</context>
酒馆快捷键
	<context>MonasteryAccel</context>
寺院快捷键
	<context>WarAcademyAccel</context>
军事学院(演武堂)快捷键
	<context>NativeEmbassyAccel</context>
土著使馆快速键
	<context>FirePitAccel</context>
火舞祭典快速键
	<context>ChurchAccel</context>
教堂快捷键
	<context>LivestockPenAccel</context>
畜栏快捷键
	<context>FarmAccel</context>
田建筑物快捷键
	<context>TradingPostAccel</context>
贸易站快捷键
	<context>AutogatherersAccel</context>
可生产资源的建筑物快捷键
	<context>WonderAccel</context>
奇观快捷键






命令表格(含组合命令)

效果/作用 命令(UI命令与快捷键的命令是通用的。)
打开/关闭XXXXX按钮、窗口 gadgetToggle("XXXXX")
打开XXXXX按钮、窗口 gadgetReal("XXXXX")
关闭XXXXX按钮、窗口 gadgetUnReal("XXXXX")
变更视角角度 configSetInt("limitPitch",X)
变更视角高度 configSetInt("minZoom",X)
恢复默认视角 configSetInt("limitPitch",47) configSetInt("minZoom",29)
单机去除战雾 Fog
单机显示地图 Blackmap
释放技能 doAbilityInSelected("技能调用名")
选中的单位停止一切行动 doCommandInSelected("Stop")
赎回探险家 doCommandInSelected("RansomExplorer")
攻击移动模式 editMode("attackMove")
巡逻模式(只能直线巡逻) editMode("Guard")
守护模式(跟着某单位走) editMode("Patrol")
放置墙 editMode("wall")
取消所有模式 editMode("None")
移动所以军事单位 editMode("moveAllMilitary") uiSetProtoCursor("WaypointFlag")
在地图显示闪光信号,来警告盟友注意某个特定地点。 editMode("flare") uiSetProtoCursor("WaypointFlag")
放置单位 editMode("PlaceUnit") uiSetProtoCursor(单位调用名, true)
复制单位 uiCopyToClipboard
贴上单位 editMode("UnitPaste")
保存当前视角为game saveCamera("game")
打开已保存的视角game loadCamera("game")
屏幕中间显示白色注释 echoLocalized(StringID,)
从主城运送卡片【X范围为0~24,】 homeCityTrain2(-1,X)
暂停游戏 pause
开启盟友与敌人颜色 renderFriendOrFoe
改良科技 researchTechInSelected("科技调用名")
截图 screenshot
显示菜单 showGameMenu()
训练单个单位/建造单个建筑 tis("单位标签或调用名")
训练X个单位 tis("单位标签或调用名",X)
开启/关闭右边的分数 toggleScore
开启/关闭游戏时间 toggleTime
进入主城 toggleHomeCityView
寻找敲了警钟的城镇中心 uiFindTownBellTC()
查看已经选取的单位 uiLookAtSelection
显示聊天窗口 uiShowChatWindow() uiIgnoreNextKey
向上查看历史聊天记录 uiChatScrollBack
向下查看历史聊天记录 uiChatScrollForward
清理、显示聊天记录 uiClearChat
显示目标窗口 uiShowObjectivesDialog
显示进贡窗口 uiShowTributeDialog()
显示玩家摘要窗口 uiShowPlayerSummaryDialog
旋转单位 uiWheelRotatePlacedUnit
寻找上一个事件 uiZoomToMinimapEvent()
设定战术 setSquadMode("battle.xml战术调用名")
设定战术 unitSetTactic("tactics战术")
释放驻守在建筑的单位 uiEjectGarrisonedUnits()
寻找单个单位 uiFindType("标签或调用名")
寻找空闲单位 uiFindIdleType("标签或调用名")
寻找与被选取单位类型相同的所有单位 uiFindAllOfSelectedType()
寻找所有同一类型单位 uiFindAllOfType("标签或调用名")
删除单位 uiDeleteSelectedUnit
确认删除单位 uiDeleteAllSelectedUnits
创建编队X【X范围为0-9】 uiCreateNumberGroup(X)
增加到编队X【X范围为0-9】 uiAddSelectNumberGroup(X)
选取编队X【X范围为0-9】 uiSelectNumberGroup(X)
选中当前屏幕内所有单位 uiScreenSelect()
查找单位或建筑 uiFindType("标签或调用名")
寻找单个单位 uiFindType("调用名或标签")
寻找所有同类型单位 uiFindAllOfType("标签或调用名")
敲警钟 unitTownBell()
回去工作 unitReturnToWork()
让微型地图依序显示所有单位、只有军事单位,或者只有经济单位。 setMinimapUnitFilter(-1)
升级时代快捷键 uiPoliticianUIInSelected("PoliticianPhilosopherPrince") uiPoliticianUIInSelected("PoliticianPresidente") uiPoliticianUIInSelected("TribalSiouxChief2") uiPoliticianUIInSelected("TribalIroquoisChief2") uiPoliticianUIInSelected("TribalAztecChief2")
建造奇观快捷键 uiPoliticianUIInSelected("YPWonderChineseWhitePagoda2") uiPoliticianUIInSelected("YPWonderChineseWhitePagoda3") uiPoliticianUIInSelected("YPWonderChineseWhitePagoda4") uiPoliticianUIInSelected("YPWonderChineseWhitePagoda5") uiPoliticianUIInSelected("YPWonderIndianAgra2") uiPoliticianUIInSelected("YPWonderIndianAgra3") uiPoliticianUIInSelected("YPWonderIndianAgra4") uiPoliticianUIInSelected("YPWonderIndianAgra5") uiPoliticianUIInSelected("YPWonderJapaneseGiantBuddha2") uiPoliticianUIInSelected("YPWonderJapaneseGiantBuddha3") uiPoliticianUIInSelected("YPWonderJapaneseGiantBuddha4") uiPoliticianUIInSelected("YPWonderJapaneseGiantBuddha5")
一键训练村民(不改变当前视角) saveCamera("game") uiFindAllOfType("TownCenter") tis("Settler") tis("Coureur") tis("SettlerNative") tis("ypSettlerAsian") tis("ypSettlerIndian") tis("ypSettlerJapanese") loadCamera("game")
一键训练畜牧(不改变当前视角) saveCamera("game") uiFindAllOfType("AbstractFarm") tis("Cow",5) tis("Llama",5) tis("ypWaterBuffalo",5) tis("ypSacredCow",5) tis("sheep",5) tis("ypGoat",5) loadCamera("game")
一键删除墙柱(不改变当前视角) saveCamera("game") uiFindAllOfTypeidle("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits loadCamera("game")
一键训练土著(不改变当前视角) saveCamera("game") uiFindAllOfType("TradingPost") tis("AbstractNativeWarrior",5) loadCamera("game")
一键开城门(不改变当前视角) saveCamera("game") uiFindAllOfTypeidle("WallStraight5") uiTransformSelectedUnit("CWallGate") editMode("none") uiFindAllOfTypeidle("WallStraight2") uiTransformSelectedUnit("CWallGate") loadCamera("game")
一键选取9个单位(不改变当前视角) saveCamera("game") uiFindType("调用名或标签") uiCreateNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiFindType("调用名或标签") uiAddSelectNumberGroup(0) uiSelectNumberGroup(0) loadCamera("game")
删除所有单位与建筑 saveCamera("game") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("CWallGate") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("Building") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("Building") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("Ship") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("Ship") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight2") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallStraight5") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("WallConnector") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("ypMonastery") uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") uiFindAllOfType("unit") doAbilityInSelected("")  uiDeleteSelectedUnit gadgetUnReal("ConfirmDelete") uiDeleteAllSelectedUnits editMode("None") loadCamera("game")